No, you've got to do this stuff manually. Yeah, it's annoying.
<DarkRevenant> mainly it involves putting all of the water squares of the whole map in a region
<DarkRevenant> having a 0.25s timer or something
<DarkRevenant> check every unit inside that region
<DarkRevenant> for if it's under a certain height level
<DarkRevenant> thus, if its under that height level, it must be in water
<DarkRevenant> you can also get various depths this way
<DarkRevenant> then applying a behavior to that unit that either slows it down or attaches some kind of visual effect to it
<DarkRevenant> the worst part is
<DarkRevenant> to do an actual wading effect
<DarkRevenant> you need to literally track the position of every unit to see if it moved
<DarkRevenant> and then create an effect at the level of the water on every tick that it moves
<DarkRevenant> because a unit won't have an attachment point that's always at water level
<DarkRevenant> you'll have to create the effect and use a little bit of math to set its height
<DarkRevenant> in other words its an expensive system that takes a lot of effort to do
I'm still new to the editor, but can't you just make a region at the place where the water is, and when entering the region you lower the speed of the unit, and when exiting the region you set it to default again ?
That only works if the water has some sort of perfect circular, rectangular, etc. shape. Unless you want to spend days just making the regions, you won't be able to get an accurate entry point without a height check. Plus, having a wading effect is not really possible using your method.
hmmmm.... seems like that isnt going to be put into my map lol
Thanks for replies
But could i just do a buff added whenever the unit enters the water region and remove it when it leaves? the entry doesnt have to be perfect spot just mostly want for the visual which can just continually play i guess..
You can combine rectangles and circles into a single region. It's not that much work, even if the watery shape isn't very regular. Just make a bunch of regions and Edit - Merge Selection. Here's something that took me less than 5 minutes to do. Give it half an hour and you'd have perfect coverage,
If all you want is a slowing effect and nothing flashy, and if all the water is one height, just add the slowing behavior when the unit's height goes below the height of the water, and remove it when it goes above that height.
Edit: For differing water heights, or if you have other regions of terrain that also go beneath the height of the water but don't have water, then have the slowing trigger secluded to only the region that has the body of water.
Bump!
I don't think anyone has any idea what you're asking.
They are not built in.
No, you've got to do this stuff manually. Yeah, it's annoying.
<DarkRevenant> mainly it involves putting all of the water squares of the whole map in a region
<DarkRevenant> having a 0.25s timer or something
<DarkRevenant> check every unit inside that region
<DarkRevenant> for if it's under a certain height level
<DarkRevenant> thus, if its under that height level, it must be in water
<DarkRevenant> you can also get various depths this way
<DarkRevenant> then applying a behavior to that unit that either slows it down or attaches some kind of visual effect to it
<DarkRevenant> the worst part is
<DarkRevenant> to do an actual wading effect
<DarkRevenant> you need to literally track the position of every unit to see if it moved
<DarkRevenant> and then create an effect at the level of the water on every tick that it moves
<DarkRevenant> because a unit won't have an attachment point that's always at water level
<DarkRevenant> you'll have to create the effect and use a little bit of math to set its height
<DarkRevenant> in other words its an expensive system that takes a lot of effort to do
@DarkRevenantX: Go
I'm still new to the editor, but can't you just make a region at the place where the water is, and when entering the region you lower the speed of the unit, and when exiting the region you set it to default again ?
@freche: Go
That only works if the water has some sort of perfect circular, rectangular, etc. shape. Unless you want to spend days just making the regions, you won't be able to get an accurate entry point without a height check. Plus, having a wading effect is not really possible using your method.
hmmmm.... seems like that isnt going to be put into my map lol
Thanks for replies
But could i just do a buff added whenever the unit enters the water region and remove it when it leaves? the entry doesnt have to be perfect spot just mostly want for the visual which can just continually play i guess..
You can combine rectangles and circles into a single region. It's not that much work, even if the watery shape isn't very regular. Just make a bunch of regions and Edit - Merge Selection. Here's something that took me less than 5 minutes to do. Give it half an hour and you'd have perfect coverage,
If all you want is a slowing effect and nothing flashy, and if all the water is one height, just add the slowing behavior when the unit's height goes below the height of the water, and remove it when it goes above that height.
Edit: For differing water heights, or if you have other regions of terrain that also go beneath the height of the water but don't have water, then have the slowing trigger secluded to only the region that has the body of water.